BWAPI
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#include <SquadAgent.h>
enum SquadAgent::Order |
void SquadAgent::addUnit | ( | BWAPI::Unit * | unit | ) |
void SquadAgent::addUnits | ( | UnitSet | units | ) |
void SquadAgent::checkFormation | ( | ) |
void SquadAgent::checkSpread | ( | ) |
int SquadAgent::getAgents | ( | ) |
CombatAgent * SquadAgent::getClosestUnitTo | ( | BWAPI::Position | toPosition, |
BWAPI::UnitType | type = BWAPI::UnitTypes::None , |
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bool | ignoreFlyers = false |
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) |
std::string SquadAgent::getState | ( | ) |
bool SquadAgent::hasUnitOfType | ( | const BWAPI::UnitType & | type | ) |
void SquadAgent::inCombat | ( | ) |
void SquadAgent::inMerge | ( | ) |
void SquadAgent::inMerge | ( | SquadAgent * | squadToMerge, |
BWAPI::Position | toMerge = BWAPI::Positions::None |
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) |
void SquadAgent::insertEnemyThreat | ( | BWAPI::Unit * | unit | ) |
bool SquadAgent::isSquadBio | ( | ) |
bool SquadAgent::needWait | ( | ) |
void SquadAgent::onFrame | ( | ) |
void SquadAgent::onUnitDestroy | ( | BWAPI::Unit * | unit | ) |
void SquadAgent::orderGetPosition | ( | BWAPI::Position | positionTarget | ) |
void SquadAgent::removeEnemyThreat | ( | BWAPI::Unit * | unit | ) |
double SquadAgent::_enemyAirDPS |
double SquadAgent::_enemyAirHP |
double SquadAgent::_enemyGroundDPS |
double SquadAgent::_enemyGroundHP |
double SquadAgent::_spread |
double SquadAgent::_squadAirDPS |
double SquadAgent::_squadAirHP |
double SquadAgent::_squadGroundDPS |
double SquadAgent::_squadGroundHP |